Embed the sim in the game binary; drop networking

The client becomes the game: it owns a Sim instance and advances it with a
fixed-timestep accumulator (24 Hz ticks, rendering at frame rate). Rendering,
pathfinding and collision read the World directly instead of a chunk cache.

Sim::pending (window slot maps, late rule, horizon) is replaced by one intent
per entity for the next movement window — set_action replaces, executing the
window consumes. The whole client prediction/reconciliation machinery
(tick estimation, RTT lead, retraction, replay) is gone with the latency it
was built for; click-to-move now syncs the route against the sim position
after every window.

Removed: server, netsim, shared (wire types), client/net.rs. client renamed
to game. Headless tests cover the intent model.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
irrlicht
2026-09-18 22:56:30 +02:00
co-authored by Claude Opus 5
parent 303c587aee
commit f594f12f35
20 changed files with 496 additions and 1500 deletions
+1 -1
View File
@@ -1,3 +1,3 @@
[workspace]
members = ["sim", "shared", "client", "server", "netsim"]
members = ["sim", "game"]
resolver = "2"